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Vanguard healing nerf is too much!

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a day ago
Feb 11, 2025, 10:46:53 AM

The nerf of cutting it in half is too much. It sucks, it’s not fun, and it screws the vanguard and their teammates. Please revert. It was good, no one was complaining about healing ffs. 


1. Not everyone is your “experienced vanguard who solos away all their problems”. Most of us are normal players. Your best players probably don’t need any healing. 

2. Your logic is terrible. You think vanguards were too selfish stealing executes when they received %10 heals? What did you think would happen when you made them require twice as many executions for same healing? That they’d just give up on heals and focus on team more, lol?

3. With only 2 armor, and a class meant to zip around the field, without the heals they are very squishy, especially to range damage. A massive chaos wave, getting shot from 10 guys in 10 different places all spread out…those 2 armor are gone pretty fast. 

4. All classes need heals when you spawn 100,000 spore mines outta thin air. (Sorry, had too).

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a day ago
Feb 11, 2025, 11:30:50 AM

I completly disagree. Sure, they cut healing of one perk by half - from 10 to 5% - but they also gave you upgraded Zeal - perk for WHOLE TEAM - that allows EVERYONE to heal 20% of hp by extremis execution. 

Your point on "vanguard needing 2 x more executions to heal" is absurd, when he can heal on every majoris 5% and on extremis he can heal 25%. 

And on diff levels where self-healing really matters, such as Lethal and Absolute, you get 3-5 Extremis enemies every 2 minutes. 


In conclusion: Vanguard got buffed, not nerfed and feels just right for Absolute diff where you find maybe 2-3 med kits/operation. I would support idea of keeping zeal as it is and removing 5% hp heal completly in favour of some other, new perk around grapnel making it more usefull. 


Vanguard is now stronger than ever and his survivability is just insane. 

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a day ago
Feb 11, 2025, 2:13:35 PM

I've played Vanguard on Absolute a lot and multiple times have I gone from around 10% hp remaining up to around 80-90% in a fight thanks to a combination of Majoris and Extremis.
Sure, most fights I haven't been able to regain that sum of health. But I've managed to escape getting downed due to a more or less consistent replenishment of HP due to the sheer amount of Majoris on Absolute.

Updated a day ago.
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a day ago
Feb 11, 2025, 5:49:08 PM

Naus_ wrote:

I completly disagree. Sure, they cut healing of one perk by half - from 10 to 5% - but they also gave you upgraded Zeal - perk for WHOLE TEAM - that allows EVERYONE to heal 20% of hp by extremis execution. 

Your point on "vanguard needing 2 x more executions to heal" is absurd, when he can heal on every majoris 5% and on extremis he can heal 25%. 

And on diff levels where self-healing really matters, such as Lethal and Absolute, you get 3-5 Extremis enemies every 2 minutes. 


In conclusion: Vanguard got buffed, not nerfed and feels just right for Absolute diff where you find maybe 2-3 med kits/operation. I would support idea of keeping zeal as it is and removing 5% hp heal completly in favour of some other, new perk around grapnel making it more usefull. 


Vanguard is now stronger than ever and his survivability is just insane. 

Yeah on lower difficulty the nerf hurts due to less extremis but on Ruthless+ where you get at least one extremis per encounter most times just give up the team CD reduction perk and swap to the team heal on extremis+ execute, your bulwark will thank you for letting him not have to be the only healer in the game lol.

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a day ago
Feb 11, 2025, 6:14:56 PM

Shining_Darkness wrote:

Naus_ wrote:

I completly disagree. Sure, they cut healing of one perk by half - from 10 to 5% - but they also gave you upgraded Zeal - perk for WHOLE TEAM - that allows EVERYONE to heal 20% of hp by extremis execution. 

Your point on "vanguard needing 2 x more executions to heal" is absurd, when he can heal on every majoris 5% and on extremis he can heal 25%. 

And on diff levels where self-healing really matters, such as Lethal and Absolute, you get 3-5 Extremis enemies every 2 minutes. 


In conclusion: Vanguard got buffed, not nerfed and feels just right for Absolute diff where you find maybe 2-3 med kits/operation. I would support idea of keeping zeal as it is and removing 5% hp heal completly in favour of some other, new perk around grapnel making it more usefull. 


Vanguard is now stronger than ever and his survivability is just insane. 

Yeah on lower difficulty the nerf hurts due to less extremis but on Ruthless+ where you get at least one extremis per encounter most times just give up the team CD reduction perk and swap to the team heal on extremis+ execute, your bulwark will thank you for letting him not have to be the only healer in the game lol.

That was my take on it too.  I think it was actually a well designed perk.  The harder the game gets the more that perk helps not just the vanguard but the whole team.


On absolute like 3 extremis spawn together all the time.  That's a nice bit of heals for people.


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a day ago
Feb 11, 2025, 6:37:48 PM

Shining_Darkness wrote:

Naus_ wrote:

I completly disagree. Sure, they cut healing of one perk by half - from 10 to 5% - but they also gave you upgraded Zeal - perk for WHOLE TEAM - that allows EVERYONE to heal 20% of hp by extremis execution. 

Your point on "vanguard needing 2 x more executions to heal" is absurd, when he can heal on every majoris 5% and on extremis he can heal 25%. 

And on diff levels where self-healing really matters, such as Lethal and Absolute, you get 3-5 Extremis enemies every 2 minutes. 


In conclusion: Vanguard got buffed, not nerfed and feels just right for Absolute diff where you find maybe 2-3 med kits/operation. I would support idea of keeping zeal as it is and removing 5% hp heal completly in favour of some other, new perk around grapnel making it more usefull. 


Vanguard is now stronger than ever and his survivability is just insane. 

Yeah on lower difficulty the nerf hurts due to less extremis but on Ruthless+ where you get at least one extremis per encounter most times just give up the team CD reduction perk and swap to the team heal on extremis+ execute, your bulwark will thank you for letting him not have to be the only healer in the game lol.

On lower difficulty you have less Extremis but you have less enemies of other kinds too and also they all do less damage so I don't understand how 5% reduction of heal regen hurts when you on top of all that also find more med kits. 

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14 hours ago
Feb 12, 2025, 5:17:28 AM

Naus_ wrote:

Shining_Darkness wrote:

Naus_ wrote:

I completly disagree. Sure, they cut healing of one perk by half - from 10 to 5% - but they also gave you upgraded Zeal - perk for WHOLE TEAM - that allows EVERYONE to heal 20% of hp by extremis execution. 

Your point on "vanguard needing 2 x more executions to heal" is absurd, when he can heal on every majoris 5% and on extremis he can heal 25%. 

And on diff levels where self-healing really matters, such as Lethal and Absolute, you get 3-5 Extremis enemies every 2 minutes. 


In conclusion: Vanguard got buffed, not nerfed and feels just right for Absolute diff where you find maybe 2-3 med kits/operation. I would support idea of keeping zeal as it is and removing 5% hp heal completly in favour of some other, new perk around grapnel making it more usefull. 


Vanguard is now stronger than ever and his survivability is just insane. 

Yeah on lower difficulty the nerf hurts due to less extremis but on Ruthless+ where you get at least one extremis per encounter most times just give up the team CD reduction perk and swap to the team heal on extremis+ execute, your bulwark will thank you for letting him not have to be the only healer in the game lol.

On lower difficulty you have less Extremis but you have less enemies of other kinds too and also they all do less damage so I don't understand how 5% reduction of heal regen hurts when you on top of all that also find more med kits. 

Naw man, you get basically the same number of majoris and minoris and (worse) spore mines. I jump into Average occasionally just to gauge it and yeah. Extremis rates are basically the only change other than durability and it feels really bad to play with green weapons so the technically "easier" enemies don't feel "easy" if you are newer to the game and don't have good weapons yet. 


It is a travesty of balance that the game is balanced around relic weapons and the assumption that you have them on any given difficulty. It really shows. I mean the game feels great, if a bit too easy, if you play Substantial and under with relic weapons but that in-of-itself is a problem because it lends to that feel of "my weapons do not feel powerful."


Just make the perk not heal as much in higher difficulty if that is the intent. What I hate is they "want to give us a power fantasy" then remove/nerf tools that make that power fantasy happen. Just make the perk give 5% on Lethal+ if you think it "makes the game too easy" (it doesn't, good players didn't really need it and average players really felt the impact. You should never balance a game around the highest difficulties and nerf things to make the higher difficulties feel harder which is what they are clearly doing. Actions speak louder than words)

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